#version 330 core
precision highp float;

uniform mat4 projectionMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelMatrix;

in vec3 in_vertexPos;
in vec3 in_normalVec;
in vec2 in_texCoord;

out vec3 vertexPos;
out vec3 normalVec;
out vec2 texCoord;

out vec3 lightPos;
out vec3 eyePos;


void main(void)
{           
	//gl_Position = projectionMatrix * viewMatrix * modelMatrix * vec4(in_vertexPos,1.0);       
	//vertexPos = (viewMatrix * modelMatrix * vec4(in_vertexPos,1.0)).xyz; 
        //normalVec = in_normalVec*gl_NormalMatrix;
        //texCoord = in_texCoord;
 
        //lightPos = (viewMatrix * modelMatrix * vec4(0.0,2.0,1.0,1.0)).xyz;
        //eyePos = (viewMatrix * modelMatrix * vec4(0.0,2.0,1.0,1.0)).xyz;
	gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
